// mat.cxx -- class to handle material properties
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2000  Curtis L. Olson  - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// $Id: mat.cxx,v 1.61 2009/08/09 10:49:20 torsten Exp $


#ifdef HAVE_CONFIG_H
#  include <simgear_config.h>
#endif

#include <simgear/compiler.h>

#include <string.h>
#include <map>
#include <vector>
#include<string>

#include <boost/foreach.hpp>
#include "mat.hxx"

#include <osg/CullFace>
#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/StateSet>
#include <osg/TexEnv>
#include <osg/Texture2D>
#include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <osgDB/FileUtils>

#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>

#include "Effect.hxx"
#include "Technique.hxx"
#include "Pass.hxx"

using std::map;
using std::string;
using namespace simgear;


////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////

SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
                                             const osgDB::ReaderWriter::Options* o ) :
  effect(e), texture_path(t), effect_realized(l), options(o)
{
}

SGMaterial::SGMaterial( const osgDB::ReaderWriter::Options* options,
                        const SGPropertyNode *props )
{
    init();
    read_properties( options, props );
    buildEffectProperties(options);
}

SGMaterial::~SGMaterial (void)
{
}


////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////

void
SGMaterial::read_properties(const osgDB::ReaderWriter::Options* options,
                            const SGPropertyNode *props)
{
				// Gather the path(s) to the texture(s)
  vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
  for (unsigned int i = 0; i < textures.size(); i++)
  {
    string tname = textures[i]->getStringValue();
    if (tname.empty()) {
        tname = "unknown.rgb";
    }
    SGPath tpath("Textures.high");
    tpath.append(tname);
    string fullTexPath = osgDB::findDataFile(tpath.str(), options);
    if (fullTexPath.empty()) {
      tpath = SGPath("Textures");
      tpath.append(tname);
      fullTexPath = osgDB::findDataFile(tpath.str(), options);
    }

    if (!fullTexPath.empty() ) {
      _internal_state st( NULL, fullTexPath, false, options );
      _status.push_back( st );
    }
  }

  if (textures.size() == 0) {
    SGPath tpath("Textures");
    tpath.append("Terrain");
    tpath.append("unknown.rgb");
    _internal_state st( NULL, tpath.str(), true, options );
    _status.push_back( st );
  }

  xsize = props->getDoubleValue("xsize", 0.0);
  ysize = props->getDoubleValue("ysize", 0.0);
  wrapu = props->getBoolValue("wrapu", true);
  wrapv = props->getBoolValue("wrapv", true);
  mipmap = props->getBoolValue("mipmap", true);
  light_coverage = props->getDoubleValue("light-coverage", 0.0);
  wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
  wood_size = props->getDoubleValue("wood-size", 0.0);
  tree_density = props->getDoubleValue("tree-density", 1.0);
  tree_height = props->getDoubleValue("tree-height-m", 0.0);
  tree_width = props->getDoubleValue("tree-width-m", 0.0);
  tree_range = props->getDoubleValue("tree-range-m", 0.0);
  tree_varieties = props->getIntValue("tree-varieties", 1);

  const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
  if (treeTexNode) {
    string treeTexPath = props->getStringValue("tree-texture");
    tree_texture = osgDB::findDataFile(treeTexPath, options);
  }

  // surface values for use with ground reactions
  solid = props->getBoolValue("solid", true);
  friction_factor = props->getDoubleValue("friction-factor", 1.0);
  rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
  bumpiness = props->getDoubleValue("bumpiness", 0.0);
  load_resistance = props->getDoubleValue("load-resistance", 1e30);

  // Taken from default values as used in ac3d
  ambient[0] = props->getDoubleValue("ambient/r", 0.2);
  ambient[1] = props->getDoubleValue("ambient/g", 0.2);
  ambient[2] = props->getDoubleValue("ambient/b", 0.2);
  ambient[3] = props->getDoubleValue("ambient/a", 1.0);

  diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
  diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
  diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
  diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);

  specular[0] = props->getDoubleValue("specular/r", 0.0);
  specular[1] = props->getDoubleValue("specular/g", 0.0);
  specular[2] = props->getDoubleValue("specular/b", 0.0);
  specular[3] = props->getDoubleValue("specular/a", 1.0);

  emission[0] = props->getDoubleValue("emissive/r", 0.0);
  emission[1] = props->getDoubleValue("emissive/g", 0.0);
  emission[2] = props->getDoubleValue("emissive/b", 0.0);
  emission[3] = props->getDoubleValue("emissive/a", 1.0);

  shininess = props->getDoubleValue("shininess", 1.0);

  if (props->hasChild("effect"))
      effect = props->getStringValue("effect");
  
  vector<SGPropertyNode_ptr> object_group_nodes =
    ((SGPropertyNode *)props)->getChildren("object-group");
  for (unsigned int i = 0; i < object_group_nodes.size(); i++)
    object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));

  // read glyph table for taxi-/runway-signs
  vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
  for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
    const char *name = glyph_nodes[i]->getStringValue("name");
    if (name)
      glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
  }
}



////////////////////////////////////////////////////////////////////////
// Private methods.
////////////////////////////////////////////////////////////////////////

void 
SGMaterial::init ()
{
    _status.clear();
    _current_ptr = 0;
    xsize = 0;
    ysize = 0;
    wrapu = true;
    wrapv = true;

    mipmap = true;
    light_coverage = 0.0;

    solid = true;
    friction_factor = 1;
    rolling_friction = 0.02;
    bumpiness = 0;
    load_resistance = 1e30;

    shininess = 1.0;
    for (int i = 0; i < 4; i++) {
        ambient[i]  = (i < 3) ? 0.2 : 1.0;
        specular[i] = (i < 3) ? 0.0 : 1.0;
        diffuse[i]  = (i < 3) ? 0.8 : 1.0;
        emission[i] = (i < 3) ? 0.0 : 1.0;
    }
    effect = "Effects/terrain-default";
}

Effect* SGMaterial::get_effect(int n)
{
    if (_status.size() == 0) {
        SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
        return 0;
    }
    int i = n >= 0 ? n : _current_ptr;
    if(!_status[i].effect_realized) {
        _status[i].effect->realizeTechniques(_status[i].options.get());
        _status[i].effect_realized = true;
    }
    // XXX This business of returning a "random" alternate texture is
    // really bogus. It means that the appearance of the terrain
    // depends on the order in which it is paged in!
    _current_ptr = (_current_ptr + 1) % _status.size();
    return _status[i].effect.get();
}

void SGMaterial::buildEffectProperties(const osgDB::ReaderWriter::Options*
                                       options)
{
    using namespace osg;
    ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
    SGPropertyNode_ptr propRoot = new SGPropertyNode();
    makeChild(propRoot, "inherits-from")->setStringValue(effect);
    SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
    SGPropertyNode* materialProp = makeChild(paramProp, "material");
    makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));    
    makeChild(materialProp, "diffuse")->setValue(SGVec4d(diffuse));
    makeChild(materialProp, "specular")->setValue(SGVec4d(specular));
    makeChild(materialProp, "emissive")->setValue(SGVec4d(emission));
    makeChild(materialProp, "shininess")->setFloatValue(shininess);
    if (ambient[3] < 1 || diffuse[3] < 1 ||
        specular[3] < 1 || emission[3] < 1) {
        makeChild(paramProp, "transparent")->setBoolValue(true);
        SGPropertyNode* binProp = makeChild(paramProp, "render-bin");
        makeChild(binProp, "bin-number")->setIntValue(TRANSPARENT_BIN);
        makeChild(binProp, "bin-name")->setStringValue("DepthSortedBin");
    }
    BOOST_FOREACH(_internal_state& matState, _status)
    {
        SGPropertyNode_ptr effectProp = new SGPropertyNode();
        copyProperties(propRoot, effectProp);
        SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
        SGPropertyNode* texProp = makeChild(effectParamProp, "texture");
        makeChild(texProp, "image")->setStringValue(matState.texture_path);
        makeChild(texProp, "filter")
            ->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
        makeChild(texProp, "wrap-s")
            ->setStringValue(wrapu ? "repeat" : "clamp");
        makeChild(texProp, "wrap-t")
            ->setStringValue(wrapv ? "repeat" : "clamp");
        matState.effect = makeEffect(effectProp, false, options);
        matState.effect->setUserData(user.get());
    }
}

SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
{
  map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
  it = glyphs.find(name);
  if (it == glyphs.end())
    return 0;

  return it->second;
}


////////////////////////////////////////////////////////////////////////
// SGMaterialGlyph.
////////////////////////////////////////////////////////////////////////

SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
    _left(p->getDoubleValue("left", 0.0)),
    _right(p->getDoubleValue("right", 1.0))
{
}

void
SGSetTextureFilter( int max) {
	SGSceneFeatures::instance()->setTextureFilter( max);
}

int
SGGetTextureFilter() {
	return SGSceneFeatures::instance()->getTextureFilter();
}
